[A83] Re: Yet Another Tilemap Question
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[A83] Re: Yet Another Tilemap Question
Well, I'm not a perfect asm coder, and I don't know if this helps, but I'm
saying this anyway.
The 'Labels' are only for humans, not for the calc.
example:
;progstart
Label1:
ld a,b
Label2:
ld b,c
Label3:
ld c,d
=
;progstart
ld a,b
ld b,c
ld c,d
However, when you call, for example, Label2, the code becomes this:
;progstart
call Label2
Label1:
ld a,b
Label2:
ld b,c
Label3:
ld c,d
=
;progstart
call [value of progstart+number of bytes between progstart and Label2]
;in this case, the number of bytes between progstart and
Label2
;is 3 (call xxxx) + 1 (ld a,b) = progstart+3.
;is (probably) $+1, because $ is the current memory location
ld a,b
ld b,c
ld c,d
>Can someone explain me how they put put srpites on the screen! Because I
>have seen several tilemap routines, in which sprites were drawn, but all
>the tiles were under one Label. But they were cut off. I thought each
sprite
>had a Label, and the routine compares the number they get from the tilemap
>with the numbers sprite.
>But in the routines I have seen they seem to point somewhere in the memory
>location. Can someone explain this to me?
>
>"If I have seen farther than others, it is because I was standing on the
>shoulders of giants." - scientist Sir Isaac Newton, in a letter to his
>colleague Robert Hooke, February 1676.
Hope this helps,
Ronald Teune
Using Opera since 08/10/2001
http://www.zeekoe.cjb.net (Dutch only)
http://ti.zeekoe.cjb.net (pre-alpha version of my new web site,
probably available since 22/8/1)
iets@zeekoe.cjb.net